DM vs. POCKET - uNDeRWoRLD MoNaRCHy

Hula wrote:

So, whilst I appreciate the effort that's gone into hitsounding this, like it's extremely complex and nice, the level of complexity doesn't do anything to enhance the playability. It actually reduces it, keysounding objects means that you get absolutely 0 feedback from hitting it, because your hitsound sample will match that of the sound the object's mapping, so you get no feedback on whether or not you're late or early.

01:59:834 (1) - In this section with your drum hitnormals, this is a good use of matching music and still getting feedback, it's less important for your hitnormals to stand out as much though. Though, arguably they're too similar to the actual music.

I haven't tried it, but i think increasing your clap and finish volumes will benefit the hitsounding greatly, cos you're not a composer, you're a mapper in osu! Hitsounding isn't meant to be discreet.

Your hitsounding in the kiai at 02:42:885 (1) - has decent volumes though. The start seems to suffer and the calm parts.

Map's updated, it should be good to go now.An epilepsy warning would be a real problem, it' takes forever to go away (dog's already coming by then)I'm throwing around volume ideas but tbh I really can't see where anyone's coming from with that.

peppy wrote:

The hitsounds are fine volume-wise? I think people are saying they can't hit them because they blend in too well. Try adjusting music volume to 0% and listen.

Volume wise they're quite loud yes, the blending is an interesting situation as it seems to only affect some.

Ideally for people who are having it blend / can't discern the individual sounds, when they start drifting off beat due to lack of feedback they'll start to hear the sounds again. Then hopefully when they recognize what the hitsounds actually sound like, they can start listening for that in the music.

Not sure if it's asking too much of the player to listen through the blending in these specific cases, but my options are pretty limited, barring redoing the entire map's hitsounds...

I can turn up the volume in these cases, but that will make it too loud for others.I think it would be fine for people to simply lower their music volume until it is comfortable? Now that changing effect and music volume is so easy thanks to the dials update.

The issue with the hitsounds being soft is actually not due to any bug, but due to how pitch and frequency is interpreted - if everyone can remember the Online Offset map, remember that the sounds become softer when they're perfectly aligned, because... i'm not entirely sure. Something about pitch frequency, but it happens with sounds that are very similar in pitch and volume. By lowering one or the other you're basically forcing one to take over the other. The problem then becomes that the hitsounds are too similar to the samples used in the map itself and thus kind of skimps on audio feedback for the player. But that's an issue I don't care to really think about, it goes into philosophy rather than technical rules - "Are hitsounds required to be different from the music to provide feedback for the player? if so, are keysounded maps fundamentally unrankable, as the player performs the most important instrument in the music?" etc etc etc

Shiirn wrote:

The issue with the hitsounds being soft is actually not due to any bug, but due to how pitch and frequency is interpreted - if everyone can remember the Online Offset map, remember that the sounds become softer when they're perfectly aligned, because... i'm not entirely sure. Something about pitch frequency, but it happens with sounds that are very similar in pitch and volume.

Yeah I think that's a case of one area of the audio spectrum getting capped out super hard, lowering everything else in normalization.I specifically avoided that in this set (it happened a couple of times in development with one of the clap sounds, hehe)In the New Astronomas map you can hear the normalization struggling to keep up with how loud the hitsounds are, actually, it's fascinating.

I think the audio levels in this set are fine as a base setting..? I don't think it would be too hard for people experiencing this to turn down the music volume a little bit, like peppy demonstrated.

jonathanlfj wrote:

I'd like to suggest another name for the diff (I know that it doesn't matter but...) because it is not a marathonic song.I would not call this a Marathon, maybe something like UnDErtAlE or something related to the game, to me Marathon is the paraparaMIX as 35 minutes, or the Renard Marathon that has 18 minutes aprox.

I'd recommend something like it, but if we are rights, the name doesn't matter xD

I think the word Marathon fits the situation the storyboard presents. 'Undertale' wouldn't quite fit the theme, surprisingly... its context is elsewhere. It would also be a little redundant seeing it in three places, hahaha

okay onto the real reason I'm posting

soft-hitnormal9 increased by 0.6 DB.Verified this with Irreversible, this one will work! (yay)Before and AfterMay not seem like much from the picture but it is incredibly noticeable ingame.

drum-hitnormal increased by over 1 DB, and some normalization to stay louder longer.This one wasn't too difficult to hear but for safety it has been made louder (it's almost clipping now, haha)Before and After

Redownload to get them, or if you want to save peppy some bandwidth the changed sounds are in this zip.

I believe the map still technically has 1 bubble because this was a really minor change.